I don't need to test my programs. I have an error-correcting modem.
User:Jrubzjeknf/TeamSpecificActors/TeamSpecificTriggerableJumppad
Object >> Actor >> NavigationPoint >> JumpPad >> UTJumpPad >> TeamSpecificTriggerableJumppad (custom) |
- Package:
- TeamSpecificActors_v2
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Players are treated differently based on what team they're on. While one player can use the jumppad like always, the other is denied from doing that. Being denied can be combined with getting a message (custom colors supported) and/or a sound.
Full documentation on TeamSpecificActors_v2.u can be downloaded from: http://unrealized-potential.com/forum/index.php?act=Attach&type=post&id=5135
Properties
Property group 'TeamSpecificTriggerableJumppad'
bAssignToClosestObjective
Type: bool
BelongsToTeam
Type: int
To what team this Teleporter belongs
bInitialyActive
Type: bool
Default value: True
bSwitchColorOnReset
Type: bool
If the color should change on reset
Default value: True
DeniedMessage
Type: string
Dynamic Message sent to players of the wrong team
DeniedMessageColor
Type: Object.Color
Color of the message for players of the wrong team
Default value:
Member | Value |
---|---|
A | 255 |
DeniedMessageLifetime
Type: int
How long the message should be on the player's screen
Default value: 1
DeniedSound
Type: Sound
Sound for players of the wrong team
Internal variables
bActive
Type: bool
bChangeOnNextReset
Type: bool
hack for Assault resetting the first round
bIsASorONS
Type: bool
if true, change teams
bIsASPractiseRound
Type: bool
do nothing when the next reset is actually the start of the match
Default value: True
ClosestObjective
Type: GameObjective
used to assign teamnum by objective
CurrentMessage
Type: string
Real Message
ReplicationCounter
Type: int
Default values
Property | Value |
---|---|
bAlwaysRelevant | True |
Texture | Texture'UltimateMappingTools_Tex.Icons.TS_NavPoint' |
Functions
Events
PostBeginPlay
Overrides: UTJumpPad.PostBeginPlay
SpecialCost
Overrides: NavigationPoint.SpecialCost
Touch
Overrides: UTJumpPad.Touch
Trigger
Overrides: Actor.Trigger
Other instance functions
GetClosestObjective
Reset
Overrides: JumpPad.Reset